

Danny Tran
Danny Tran
Game Developer | Technical Animator
Game Developer | Technical Animator
Hey There!
Versatile Programmer experienced in building scalable UI systems, animation pipelines, and gameplay tools across multiple platforms. A 2019 Ubisoft Finalist recognized for creating efficient frameworks and optimized, user-focused experiences. Skilled in improving workflows through robust tools and clean technical design. Passionate about crafting intuitive interfaces and reliable systems that enhance both user experience and production efficiency.
Professional projects
A list of professional projects i've worked on over the years
Tug Of War - PlayStation
MLSE (Maple Leafs Sport & Entertainment)
Unity Programmer
(In Arena/Web)
Tug of War reimagines fan engagement at live Toronto Maple Leafs games by transforming the rink into an interactive multiplayer gaming arena using large-scale projection systems. Designed for quick, high-energy 2-3 minute intermission sessions, it lets fans compete head-to-head, driving excitement, sign-ups, and sponsor visibility.
My Contributions:
- Collaborated with designers on UI/UX design and user flow, creating a seamless and intuitive experience for both players and spectators.
- Implemented UI designs across jumbotron, rink projection, and web controller interfaces, ensuring consistency and visual impact across all display systems.
- Developed the core gameplay framework in Unity to connect with backend API endpoints built by engineers, enabling real-time interaction and data-driven gameplay logic.
- Ensured smooth synchronization between visual layers, input systems, and live game state updates for a cohesive, immersive in-arena experience.
Rink Racer - Maple Leafs
MLSE (Maple Leafs Sport & Entertainment)
Unity Programmer
(In Arena/Tailgate/Web)
Rink Racer is an interactive, projection-based racing game played live on the ice during Toronto Maple Leafs intermissions. Designed as a fast-paced 2-3 minute multiplayer experience, it brings fans together in real-time competition while elevating partner branding and driving increased sign-ups through an exciting in-arena activation.
My Contributions:
- Collaborated with designers on UI/UX design and user flow, creating a seamless and intuitive experience for both players and spectators.
- Implemented UI designs across jumbotron, rink projection, and web controller interfaces, ensuring consistency and visual impact across all display systems.
- Developed the core gameplay framework in Unity to connect with backend API endpoints built by engineers, enabling real-time interaction and data-driven gameplay logic.
- Ensured smooth synchronization between visual layers, input systems, and live game state updates for a cohesive, immersive in-arena experience.
Weirdwood Manor
Relish Interaction
Unity Programmer
(IPad/IPhone)
Weirdwood Manor blends fantasy storytelling with rich interactivity, inviting players into a magical world filled with adventure, puzzles, and mystery.
My Contributions:
- Developed multiple minigames designed to enhance the interactive storytelling experience and immerse players in the narrative.
- Collaborated closely with designers to conceptualize and prototype engaging gameplay ideas.
- Built flexible systems and tools in Unity to rapidly iterate and test new minigame mechanics, supporting creative experimentation throughout development.
FreakOut
(Unreleased)
Seed Interactive
Technical Artist
(VR)
FreakOut is a fast-paced VR rhythm story game inspired by Beat Saber, blending music, motion, and narrative-driven gameplay into an immersive audiovisual experience.
My Contributions:
- Developed shader-based visual systems inspired by the vibrant effects of The Pixel movie to enhance the game’s visuals.
- Optimized performance across VR devices and consoles, improving framerate from 15 FPS to a stable 60 FPS, delivering a smooth, responsive experience.
- Collaborated with designers to balance visual fidelity and gameplay responsiveness for a cohesive, high-energy rhythm experience.
The Big Con
Mighty Yell Studios
Technical Animator
(PC/MAC)
Set in the colorful chaos of the 1990s, The Big Con follows Ali, a rebellious teen on a cross-country hustle to save her family’s video store from loan sharks. The game mixes humor, nostalgia, and mischief into a vibrant adventure full of cons, collectible plushies, and quirky characters.
My Contributions:
- Designed and developed tools to streamline and accelerate the character and NPC creation process.
- Built shared character rigs enabling sprite and animation reuse, significantly improving development efficiency.
- Collaborated with artists and designers to ensure consistent animation quality and workflow optimization across the production pipeline.
HEYMOJI
IVirtual Technologies
Unity Programmer
(IOS/Android)
Heymoji is an Unity iOS/Android app that transforms two user photos into a fully animated 3D avatar, allowing users to create and share personalized GIFs and videos directly within the app.
My Contributions:
- Led the Unity-side implementation, shifting the animation and rendering system from server-side to a fully on-device workflow.
- Integrated TriLib Model Loader to import and render user-generated 3D avatars in real time.
- Built a custom in-app GIF/MP4 export pipeline, enabling instant playback and sharing of personalized animations.
- Designed and implemented UI/UX flows for the full experience from photo capture and avatar generation to animation preview, editing, and sharing.
Zone 360
(Unreleased)
Vitruvian Sport Systems
Unity Programmer
(IOS/Android)
Zone 360 (by Vitruvian Sport Systems) is an immersive VR training platform designed to improve soccer players’ strategic awareness and decision-making under real game conditions. Leveraging virtual reality, it simulates high-pressure match scenarios to enhance players’ mental and tactical skills.
My Contributions:
- Developed a backend system using PHP and MySQL to store, manage, and analyze player data.
- Built an integration system for HBand and Fitbit APIs to track users’ physical progress and sync performance metrics with the training platform.
- Collaborated with designers and engineers to ensure data accuracy, stability, and scalability across multiple training sessions.
Personal Projects
Take a look and enjoy!

Ubisoft Next 2019 Challenge Finalist - Pacman
OpenGL C++
(PC)
Ubisoft Next yearly challenge for programming. This year challenge was Pacman so decided to do a team vs team game. Where when your on your side you play as the ghost, but if your on the other side you play as Pacman.

Maptomancy - Level Builder
Unity C#
(PC/MAC)
Soon to be D&D level builder. Ability to terraform terrain, paint textures on terrain, save/load and place objects. Dynamic weather system to interactive with the terrain to give it life.

Voxel Generation - Minecraft Clone
Unreal Engine 4 C++
(PC)
Made in Unreal Engine 4 entirely with C++ Code. Infinite generation based on a noise map with the ability to remove and add blocks.

Ubisoft Next 2018 Challenge - Pinball
OpenGL C++
(PC)
Ubisoft Next yearly challenge for programming. This year challenge was pinball so decided just to remake an exact copy of pinball.

Qbert Clone
Unreal Engine 4 C++
(PC)
A Q-Bert clone with multiple levels. Made in Unreal Engine 4 using C++.

Bat Girl Rigged
Maya
Bat Girl Model Rigged. Has IK handles, Foot Controls, Finger Controls, and Basic facial controls.

Mecha Spider Rigged
Maya
A Mecha spider that I modelled, rigged, and made a simple walk animation for.
© 2021













